Daily Archives: April 27, 2014
Third Week of development! Alpha here we come
So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]
Third Week of development! Alpha here we come
So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]
Hands everywhere
So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations. So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Hands everywhere
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Third Week of development! Alpha here we come
So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]
Third Week of development! Alpha here we come
So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]
Mechropolis: Grab & throw
Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]
Mechropolis: Grab & throw
Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]
Big Game: Week 3 and 4
It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]
Big Game: Week 3 and 4
It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]
Hands everywhere
So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations. So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Hands everywhere
The design of the hands and the device was finalized early the second week of work.
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Big Game: Week 2 and 3
It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]
Big Game: Week 2 and 3
It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]
Mechropolis: Grab & throw
Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]
Mechropolis: Grab & throw
Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Big game project – Testing tessellation in unreal engine 4
This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]
Mechropolis – Flipping Buckets
Work on Mechropolis has steadily been moving forward. I’ve been doing a lot of under-the-hood work lately, iterating on the systems already in place. But I have also done a few animations for some of the robots that I can actually show you. And so I give you these two robots doing their thing:
I made the small one shake it’s bucket a little just before striking in order to announce the attack to the player. Note that the […]
Mechropolis – Flipping Buckets
Work on Mechropolis has steadily been moving forward. I’ve been doing a lot of under-the-hood work lately, iterating on the systems already in place. But I have also done a few animations for some of the robots that I can actually show you. And so I give you these two robots doing their thing:
I made the small one shake it’s bucket a little just before striking in order to announce the attack to the player. Note that the […]
Attacks, Locks and Random: Production week 4
Production week 3
What have I done?
This week I have been working on the following:
Play-testning the game
Re-design attack cards
Balancing the game
Play-testning
The game has a paper prototype that the group uses to test the design of the cards and see what works and what does not.
I had play testers over all week and documented games that was played and the feedback from the players who tested. I sat them […]
Attacks, Locks and Random: Production week 4
Production week 3
What have I done?
This week I have been working on the following:
Play-testning the game
Re-design attack cards
Balancing the game
Play-testning
The game has a paper prototype that the group uses to test the design of the cards and see what works and what does not.
I had play testers over all week and documented games that was played and the feedback from the players who tested. I sat them […]